Jun
20
2018

[M19] Sarkhan, Fireblood

submitted by /u/pq3 to r/magicTCG [link] [comments]

Jun
16
2018

[M19] Nicol Bolas, the Ravager

https://twitter.com/ChannelFireball/status/1007871387049046016

Personally, I see him being a great “Grixis good stuff” commander. I bought the wizard precon last year and largely sat on it; this will be my opportunity to spin it into something I could have fun with.

He does, however, run the risk of easy removal in competitive play groups before you can transform him. I think he’ll see more play at battle cruiser tables.

submitted by /u/isnotarobot to r/EDH
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Jun
16
2018

[M19] Nicol Bolas, the Ravager

submitted by /u/DoubleFried to r/magicTCG [link] [comments]

Jun
15
2018

State of the Deck: Chain Veil Teferi (June 2018) State of the Deck: Chain Veil Teferi (June 2018) State of the Deck: Chain Veil Teferi (June 2018) State of the Deck: Chain Veil Teferi (June 2018) State of the Deck: Chain Veil Teferi (June 2018)

Introduction

Hey everyone, neo and Lobster are back with another post where we go over the current state and most recent changes for our Teferi primer (our personal lists and the primer can be seen here and here). We’re going to show you which slots we changed, why we changed them, and how we changed our approach to certain cards that used to be a part of this deck. This post will go over all the changes we’ve gone through since the last “State of the Deck” post, in addition to talking about how these changes represent the changes in the philosophy of the deck.

Without any further ado, here’s the changelog for the last couple primer updates:

Changes

List of Changes

March 2018

SCD

Moved Negate into the main interaction suite

Moved Cyclonic Rift into the main interaction suite

Moved Manifold Insights into the main card draw suite

Moved Jace, Vryn’s Prodigy to Flex Slots

Moved Seat of the Synod into Flex Slots

June 2018

SCD

Added Spellseeker to the creature suite.

Moved Sleight of Hand to the main card draw suite.

Moved Snapcaster Mage to misc flex slots.

Moved Gilded Drake to misc flex slots.

Moved Winter Orb to stax flex slots.

Added Pongify to removal flex slots.

Removed the creatures panel under SCD. The reasoning behind the change is that the creatures currently in the core slots are both tutors.

Overview

Snapcaster Mage/JVP (moved to flex slots)

These cuts align with what we talked about in our last State of the deck post. Snapcaster Mage and JVP can potentially be anti-synergistic with our own stax pieces, so they were moved away from the core list in favor of cards that are useful in more circumstances (Negate, Sleight of Hand).

Cyclonic Rift (added to the core list)

Rift was added back to the core list because of a resurgence of Tymna hatebear decks. When played against fast combo, rift’s overload is mostly irrelevant, but when facing down a board flooded with hatebears rift gives us an easy way to stablilize and set up a win.

Gilded Drake (added to flex slots)

We still don’t have a clear favorite between Gilded Drake and Vedalken Shackles, however, having either is necessary because it helps the deck have a favorable matchup against decks with creature based card advantage engines and commander centric decks. In the past Gilded Drake was excluded from the deck because it stops Teferi from working as a parity breaker, but now that Teferi doesn’t fill that role anymore (more on that below) drake’s upsides heavily outweigh its downsides.

Manifold Insights (added to the core list)

Insights is a card that lets the deck keep up with other card advantage engines in the format. While the quality of the cards received from manifold will never be great, it is a sure way to refill our hand with interaction.

Spellseeker (added to the core list)

Spellseeker is a new card that simply adds to our tutor density. Getting High Tide or Transmute Artifact is already good enough and this card can do more.

Pongify (added to flex slots)

Pongify is just an all around solid removal spell. It’s not a part of the core list because it is less versatile than generic bounce spells, but if you are playing in a creature heavy meta and you need something gone, this is the spell for that.

Winter Orb (moved to flex slots)

Winter Orb is a card that many feel is iconic to Teferi, but unfortunately the card just doesn’t work with the direction we want to take the deck in. Ever since the partner commanders introduce the combat step to the format using Teferi as a parity breaker became more and more difficult our main way to break parity on worb is our mana rocks. Unfortuantely, since this is cEDH, mana rocks are hardly something that is unique to Teferi. Pretty much every other deck in the format is just as well equipped to break parity on winter orb as we are, with green decks getting even more tools to play around it, so often enough the card ends up hurting us more than it hurts the rest of the decks at the table.

In addition to that, winter orb directly stops us from executing our control game plan, which the deck has been leaning on more and more with each update.

While there are still reasons to play Winter Orb in creatureless and control heavy metagames, we feel that the card is simply not versatile enough to be included in the core list for the deck.

What’s to come:

The Xerox Philosophy

So, let’s start things off with an experimental Teferi list that was made a while back: http://tappedout.net/mtg-decks/xerox-teferi-experiment/

This build sought to eschew some of the smaller, corner-case synergies the Teferi deck had back then in favour of strengthening the consistency of our main strategic avenues. This was achieved by increasing the amount of card draw and card selection while cutting the worst redundant effects along with a few lands. In 60-card Magic, the concept of cutting lands for card selection is known as the Turbo Xerox principle, which you can read more about here: https://birdsofparadise-mtg.blogspot.com/2011/10/turbo-xerox-rule.html

Many modern-day decks are built upon this principle – Vintage Mentor/Grow decks, Legacy Delver, and Modern Grixis Death’s Shadow for example – sometimes with the people working on those decks being unaware of its existence. Now, how does this relate to not just the concrete card slot changes we’ve been making, but also the conceptual paradigm shift the deck has undergone?

To answer this question, we first need to examine how the Turbo Xerox principle relates to EDH. Things aren’t as clean-cut as removing 2 lands for every 4 cantrips we play, and this has two reasons:

 - Our deck has 99 cards, not 60 - We have to make do with one-ofs instead of full playsets 

The combination of these two factors makes it more difficult for an EDH deck to execute its game plan with the same consistency as the decks we mentioned earlier. To combat this inherent disadvantage, we apply the following two methods in deckbuilding to increase the number of “hits”:

1. Using tutors that will let us find our relevant pieces, e.g. Fabricate, Transmute Artifact to find The Chain Veil (and other pieces) 2. Using cards with similar effects as the ones we want to see in most games, e.g. Negate and Delay as redundant Counterspells 

However, these methods come with a significant downside: diminishing returns. Not every copy of a certain effect is going to be as strong as we’d like it to be. Cancel f.i. is never going to be good enough, no matter how many Counterspells we want in this deck. There are certain card power minima we need to keep in mind when putting together a competitive deck, like not using Counterspells that cost more than 2 mana. So when it comes to increasing the amount of redundant copies of a certain effect, we need to be careful not to fall below the threshold of competitive viability. Another negative side effect of having too many copies of a certain piece is that they will be stranded in our hand, effectively being “dead” cards, when we don’t need them. In other words, cards that are only circumstantially useful will often prevent us from advancing our gameplan when we draw them at the wrong time.

The question becomes: How can we make sure to have consistent access to the pieces and effects we need, at the time we need them, without detracting from the deck’s overall card quality?

This is where we can take some inspiration from the Turbo Xerox principle. Instead of putting in, let’s say, a bad Counterspell (Arcane Denial), a more circumstantial hate piece (Torpor Orb), a land that only helps one other card in the deck (Seat of the Synod) or a convoluted and expensive tutor line (Expedition Map -> Inventors’ Fair -> The Chain Veil), we fill the deck with more cheap, efficient card draw spells. This has several benefits:

- Our non-cantrip cards will be stronger on average, which leads to higher overall card quality - More card selection makes it easier to find the cards we need in a given situation - Cantrips are rarely "dead" draws, as they let us continue advancing our gameplan - Card draw (and especially card selection) has lower diminishing returns than most other effects - The deck will be more consistent overall 

That being said, adding a bunch of cantrips does not come without a price. The downside of this approach is that the deck becomes slightly slower overall. This trade-off is not something every EDH deck is going to be happy with, so this expanded Turbo Xerox principle will not be applicable to every EDH deck with Blue in its colour identity. This raises the question: Why does this method work for Chain Veil Teferi?

Let’s take a brief look at some speed-defining characteristics of cEDH decks and how they apply to Teferi:

1. How many pieces does the main combo require? 

Apart from our Commander, we only need The Chain Veil, so only one specific card needs to be found before we can win.

2. Is any additional setup required to make that combo work? 

Yes, we need some permanents that can produce more than 1 mana at a time. 5 mana off 3 permanents is required to go off with the minimal amount of total mana required.

3. How much mana does the main combo require? 

The most expensive part of the combo is casting and activating The Chain Veil, which will cost at least 8 mana.

4. How quickly can we find our combo piece with tutors? 

Since Teferi only gets access to Blue, we don’t get to run the good Black tutors. While we can compensate with an array of artifact tutors and small tutor chains, none of them are as effective as Demonic Tutor et al.

These questions show that by nature of its combo, Chain Veil Teferi is not going to be as consistently fast as other decks in the format. We can use this to our advantage by trading that bit of potential speed for all the advantages we mentioned earlier, which will leave us with a deck that’s more consistent and powerful. One of Teferi’s main strengths has always been its flexibility and the ability to pivot from one gameplan to another depending on what the situation calls for. Expanding on the deck’s Xerox aspect further contributes to these strengths, thereby solidifying Teferi’s new place in the cEDH Meta.

Moving Away From Stax

Apart from Xerox-ifying Teferi, there’s another big reason why we’ve been moving away from the deck’s Stax angle. Many of the Stax pieces we used to run – like Winter Orb, Static Orb, and even things like Embargo if we’re going way back – were reliant on us being able to utilise our Commander as a mana advantage engine to break parity through these effects and continue developing our gameplan at a faster pace than the other decks at the table. This means that a requirement for those pieces to function was being able to cast Teferi and keeping him alive for multiple turn cycles. Taking a brief look at the online cEDH meta shows that creature-based strategies are more popular than ever. Tymna is one of the most played Commanders right now, and she has a tendency to bring a whole entourage of creatures with her. Even the BUGW Scepter/Storm decks have started dipping more into mana dorks to better abuse Tymna’s power as a card draw engine. On top of those, there’s creature combo strategies such as Hulk, Food Chain, and Razaketh decks, and many slow strategies are based on the tried and tested Tymna + Hatebears formula (Blood Pod, Hulkweaver, Thras/Tymna Tap Stax, some MAN builds). All of this means that running out Teferi for 6 mana without being able to win on the same turn is just not worth it anymore. There will usually be too many creatures too early into the game for Teferi to even survive a single turn cycle after being played. And since value Teferi isn’t viable anymore with the exception of corner cases, we’ll be better off with putting in stronger general purpose cards to replace the Stax pieces that have lost their synergy with the deck due to this shift in both the cEDH meta at large and our approach to building Teferi.

submitted by /u/theneosloth to r/CompetitiveEDH
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Jun
09
2018

I printed Knick’s Finger with 1 hinge

submitted by /u/epijdemic to r/3Dprinting [link] [comments]

Jun
06
2018

Warhammer Quest: Adventure Card Game (WHQ:ACG) re-implementation pre-release announced by FFG!

[removed] submitted by /u/RandomObfuscation to r/boardgames [link] [comments]

May
23
2018

[BBD] Spellseeker

submitted by /u/TheAmericanDragon to r/MTGLegacy [link] [comments]

May
02
2018

Krark-Clan Ironworks by the Rules

Krark-Clan Ironworks Interactions by the Rules

Introduction

Recently there was a post asking for clarification on rules regarding how interactions with [[Krark-Clan Ironworks]] work. I posted my response only to learn that I was at wrong about at least one thing. However, responses to responses kept getting more and more disjointed, and nobody was actually citing the rules.

I went to this blog to learn, but there is what looks like a fairly wrong full paragraph there as well. Accordingly, I went to the rules, and while the one area where I was clearly wrong was cleared up for me, I needed to delve deeply into the rules to determine that I was wrong about something else.

Accordingly, I want to start this thread for properly hammering this out with proper rules citations. I am using Magic: The Gathering Comprehensive Rules from January 19, 2018.

Initial Board State

You own and control the following untapped permanents:

a. [[Krark-Clan Ironworks]]

b. [[Mox Opal]]

c. [[Chromatic Sphere]]

d. [[Myr Retriever]]

e. [[Scrap Trawler]]

How the Combo Works as a Card-Draw Engine

1. Tap Mox Opal for a mana (M).

2. Declare the intention to use the ability of Chromatic Sphere. This costs mana, so it opens up a “window” to use mana abilities. (I will refer back to this specifically because the hardest part of this process to understand is why this “window” is even necessary.)

3. Sacrifice Mox Opal to Krark-Clan Ironworks for (2). You now have (M) + (2). There is also a trigger (T0 ) from Scrap Trawler (even though there are no legitimate targets possible).

4. Sacrifice Myr Retriever to Krark-Clan Ironworks for (2). You now have (M) + (4), a trigger (T1 ) from Myr Retriever to return any artifact card in your graveyard in your hand, and a trigger (T2 ) from Scrap Trawler to return any artifact card in your graveyard with C.M.C. less than Myr Retriever’s C.M.C. to your hand.

5. Sacrifice Krark-Clan Ironworks to Krark-Clan Ironworks for (2). You now have (M) + (6), the two previous triggers, and a new trigger (T3 ) from Scrap Trawler to return any artifact card in your graveyard with C.M.C. less than Scrap Trawler’s C.M.C. to your hand.

6. Spend (1) to activate Chromatic Sphere for one mana (M). Sacrifice it. You now have (2M) + (5), a trigger (T4 ) to draw a card, and a trigger (T5 ) from Scrap Trawler to return an artifact card in your graveyard with C.M.C. less than Chromatic Sphere’s C.M.C. to your hand. EDIT: (T4 ) resolves immdiately because Chromatic Sphere’s ability is a mana ability. If Chromatic Star is used, it will trigger as described in the next step.

7. Load the triggers onto the stack, and resolve them. (T5 ) targets Mox Opal, (T4 ) allows you to draw a card, (T3 ) targets Myr Retriever, (T2 ) targets Chromatic Sphere, and (T1 ) targets Krark-Clan, while (T0 ) necessarily fizzles. You still have (2M) + (5).

8. Mox Opal, Myr Retriever, Chromatic Sphere, and Krark-Clan Ironworks return to your hand. The total C.M.C. of those four cards is 7, the amount of mana already in your mana pool. Recast them and return to step (1.) above.

Variations and Questions

(c.) does not need to be Chromatic Sphere. It could be Chromatic Star as well.

Question 1: Can Chromatic Star be employed in place of Chromatic Sphere to generate extra mana?

Chromatic Star can be used exactly as Chromatic Sphere above. However, it seems as though it could be used not only to draw out the deck but to generate extra mana as well. In place of step (7.), one could sacrifice Chromatic Star to Krark-Clan Ironworks. The card-draw trigger (T4 ) still happens, but the mana pool goes to (M) + (8). The declaration made in (2.) is moot because Chromatic Star is in the graveyard, but it (supposedly) enabled the “window”. Once all cards are returned to hand and recast, you have a net gain of (M) + (1) left over. There may be some rule which prevents this. I did not delve deeply enough into the rules to determine whether this is how it actually works.

Question 2: Is the “window” really necessary?

Initially, I did not understand the necessity of the “window”. I had to dig into the rules to deeply understand why such a window is necessary in order to allow repeated loading of mana abilities before addressing things which are to go onto the stack.

First of all, let us look at when mana abilities may be used:

605.3a A player may activate an activated mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.

The rule gives four cases.

C1. The player has priority.

C2. The player is casting a spell.

C3. The player is activating an ability that requires a mana payment.

C4. A rule or effect asks for a mana payment.

As far as I can tell, all that is really needed is priority (C1.). However, once a mana ability is used once, all triggers must load onto the stack before the player regains priority to use the ability again. That was a critical understanding I had to track down through the maze of complex rules. Using condition (C2) or (C3) is akin to using parentheses to add before multiplying.

Mana abilities bypass the stack.

605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)

We are referred to 405.6c where we learn that other effects of mana abilities resolve immediately and that using a mana ability does not pass priority.

405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)

Hence, according to 405.6c, in (4.) above, you get (2) immediately, Myr Retriever goes to the graveyard immediately, and you retain priority. All of this happens before any triggers go onto the stack.

Now, those things must resolve before Krark-Clan Ironworks mana ability can be used again.

605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.

However, since the ability resolves immediately (without the stack), it seems like it should be possible to use it again immediately before the stack is addressed at all. However, 405.6c is missing some critical information. In previous discussion, the claim has been made that the ability cannot be used again until the triggers are loaded on the stack. Let us examine the support in the rules for this contention. 603 covers triggered abilities.

603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.

603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 116, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

603.3 makes it seem as though maybe loading the ability onto the stack is immediate. However, we are referred to 116. Noteworthy is a repetition of 605.3a:

116.1d A player may activate a mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).

We also get expansion on 603.2.

116.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 116.5.

Key to understanding here is “would receive priority”. The triggers must be loaded onto the stack before the player gets priority back, which means their targets must be chosen before the mana ability can be used again. This is crucial information missing from 605.3b and 405.6c. Since we are referred to 116.5, we might as well look at it.

116.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.

Thus, the triggers must be loaded onto the stack before Krark-Clan Ironworks’s mana ability can be used again. Thus, in order to do the combo properly, a “window” must be opened by casting a spell or activating an ability which allows you to continue using mana abilities until you decide to activate the ability. The issue is that, for the combo to work, Chromatic Sphere, Myr Retriever, and Krark-Clan Ironworks all need to be in the graveyard before their triggers target.

Question 3: Why does the need for a “window” matter?

The combo can be pulled off with Chromatic Sphere or Chromatic Star, but it cannot be looped with [[Terrarion]]. That makes a big difference.

submitted by /u/alanwescoat to r/ModernMagic
[link] [comments]

Feb
15
2018

UW Trinket Mage Update

Hey everybody,

A while back now I posted a UW Trinket Mage deck with faeries and ninjas. I got a lot if great suggestions, and I thought some of you may be interested in an update,so here is the list I’m currently working with:

https://tappedout.net/mtg-decks/uw-trinket-2/?cb=1518710426

Rather than playing closer to a tempo game, the deck is now a lot slower, but has a much stronger late game card advantage engine, with [[Mulldrifter]] and [[Palace Sentinels]] taking the place of [[Ninja of the Deep Hours]].

Again, if you have questions, comments or suggestions, please let me know.

submitted by /u/judiciaryDustcart to r/Pauper
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Feb
02
2018

What is your favourite "weird" game?

Every now and then, you come across a game that don’t really pop up in discussion. It’s that game that your friend with niche tastes mentioned one time, or the dusty box that’s been sitting in the clearance section of your LGS forever. It’s that game that grabs your interest or imagination enough that you buy it, and find you love it despite or because of whatever element makes it feel weird.

For me, I found that in The Ares Project. I think it’s Geoff Engelstein’s first game, before he went on to design Fog of War, The Expanse (titles which I would still argue as being fairly niche) and Space Cadets. I discovered it in a clearance bin when I was visiting another city interstate, and everything about it exuded that odd grungy feel of mid-90s PC strategy games (remember Krush, Kill ‘N Destroy? Or “Z”?) And there’s good reason for that, because it ostensibly recreates the experience of Starcraft using chits and cards.

I’ve only played this once, but I was quite impressed at the level of depth lurking behind our fairly clumsy play. I lost quite solidly to my opponent, but enjoyed not only the experience of playing the game, but also the post-game discussion that lasted nearly half the actual playtime.

Since then, I’ve been on the look out for more strange and largely ignored games, and have come across titles such as City of Remnants and Healthy Heart Hospital. What are some others you’ve played and enjoyed?

submitted by /u/aegisx to r/boardgames
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Jan
31
2018

Phil Eklund explains the issues he’s had with Game Salute fulfillment recently.

submitted by /u/philequal to r/boardgames [link] [comments]

Jan
27
2018

Don’t sideboard out Preordains, Ponders, etc. They are inherently powerful cards.

I’ve seen people suggest to sideboard out Preordain, Ponders, etc. I don’t think you want to be doing that. Though it may not look that way, Preordain and Ponder are inherently powerful. They are among the most powerful cards in Pauper. They are most likely stronger than whatever powerful sideboard cards you want to side in, even in the relevant matchups (and are almost certainly stronger than the other cards in your maindeck).

One way to understand their power is to notice that a non-cantrip card’s effectiveness changes depending on the context, even within one game:

  • A land can be your best draw when you are mana screwed, or your worst draw if you are mana flooded.

  • A counterspell can be your best draw when you are ahead on the board, or the worst draw when you are behind.

  • A creature can be your best draw when you need to apply pressure, or your worst draw when there are already big blockers on the board or when you need to interact with whatever busted thing your opponent is doing.

  • Even against Affinity, Gorilla Shaman is frequently going to be terrible when they have Darksteel Citadels and you are getting beaten down by Myr Enforcers, or when you have no lands or no red source, or when you already have another Gorilla Shaman.

Preordain and Ponder, however, can not only become the card that you need — but they can become the card that you need at exactly the right moment. This is very powerful. If we rate a card’s power from 1-10 by context, Gorilla Shaman is frequently going to be a 1 against Affinity, and it probably averages out to be a 7+. Preordain, Ponder, etc., are probably never going to be worse than a 3, and very likely average out to be better than 7+. I mean, just consider that Preordain, Ponder, etc. can become a Gorilla Shaman when Gorilla Shaman is good, and can shuffle away Gorilla Shaman when it’s not.

Another way to look at Preordain, Ponder, is to compare them against cards like Demonic Tutor and Vampiric Tutor. Demonic Tutor and Vampiric Tutor are both banned in Legacy and restricted in Vintage, and I’ll assume that people find them very powerful. However, I don’t think Preordain, Ponder compare poorly to Demonic Tutor and Vampiric Tutor at all:

  • If you have to find a very specific card, the chance to find a 4-of in your top 4 cards is around 25%, and the chance to find a 8-of is around 50%. (If you include redraws like more cantrips, you can obviously push the percentage to be even higher.)

  • Frequently, the difference between the best card in your deck and the 2nd best card in you deck is small, so you are happy with a wider selection of cards, and the difference between Preordain and Demonic Tutor becomes small. For example, when you just need any threat to apply pressure, or you just need any removal spell to remove a troublesome creature, or you are trying to assemble a combo and have no combo pieces yet.

  • Being able to see 2 cards at once for Preordain, and 3 cards at once for Ponder is very powerful. For example, imagine a scenario where ninja is the best card in your deck if you also have a faerie, but a terrible card without a faerie. Because you can’t guarantee to draw a faerie, using Demonic Tutor to fetch a ninja is not very good. However, if you see a ninja with Preordain or Ponder, and also see a faerie (or a cantrip), you are now able to take ninja, the best card in your deck. In other words, because of synergy, pairs of cards are more than the sum of their parts. Selecting the two best cards together is much, much better than selecting the best card in your deck separately twice.

  • (Also, if you’re lucky, Preordain and Ponder can sometimes just become Demonic Tutor + Vampiric Tutor for U, since you can just take the best card in your deck, then put the 2nd best card on top :).)

So if Preordain, Ponder look like weak, unexciting cards at first glance, compare them to Demonic Tutor and Vampiric Tutor and hopefully, you’ll see that they are in fact extremely powerful cards. (In fact, Preordain and Ponder are probably just stronger than Demonic Tutor and Vampiric Tutor in Pauper, but that is due to the nature of the format.)

Finally, many decks are frequently constructed with Preordain, Ponder, etc. in mind. Cutting them messes up a lot of ratios. Delver, Blitz, Tribe, etc. have low land counts, low creature counts, and low interactive spell counts. They rely on Preordain, Ponder, etc. becoming the right card at the right time to function. If you cut Preordain, Ponder for supposedly good sideboard cards, I think you’ll in fact find that these decks will no longer be able to implement their game plan.

submitted by /u/kungfutrees to r/Pauper
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Jan
03
2018

‘Kernel memory leaking’ Intel processor design flaw forces Linux, Windows redesign

submitted by /u/yhsvghnrOruGnpverzN to r/Ubuntu [link] [comments]

Dec
19
2017

December 18 GMT Update: New COIN P500, Production News, More!

submitted by /u/corkdice to r/boardgames [link] [comments]

Oct
15
2017

I keep seeing posts that Ajani stopped Nicol Bolas on Alara, but..

..that’s not really what happened. Nor did he defeat Bolas. At least not defeat in the sense that many people seem to convey. Ajani neither kicked Bolas’ ass like a total badass, nor stopped him from getting what he wanted. Since I imagine not all people here read the Alara novel or want to spend money on it, I thought I’d sum up here how it went down, quoting from the book. Hopefully this is at least a bit useful, and helps at least one person get a clearer picture!

First, Bolas slaps Ajani around the mountainside a bit, which means Ajani spent the remainder of this encounter lying about in pain.

“Ajani groaned and coughed blood onto the walls of the gorge. He searched his mouth with his tongue and felt two teeth loose, but clenched them into place with his jaw.”

They banter a bit, and Bolas steps into the maelstrom.

“The maelstrom exploded into a sphere of light, drenching the dragon planeswalker in waves of power. The force of the blast crushed Ajani into the wall of the chasm, feeling like a continuous barrage of electric shocks.” “Unable to cope with complex thought, Ajani’s mind repeated one phrase over and over: He’s done it. He’s done it.”

“The dragon moved within the radiance. Its wings opened; its arms and legs stretched out; its tail uncoiled and spread long and majestic; its head reared up to the empty sky; its mouth opened. It was unmistakably Bolas, but Ajani thought he looked larger than he had been, or somehow more grandiose. He had no scars or wounds, no frayed scales or pinions, no scruffy patches at his joints. He was smooth, sleek, a study in armored scale stretched over lean muscle. He had become everything that his potential allowed him to be: he was a divinity of the Multiverse.”

So, suffice it say, Bolas’ plan worked flawlessly. Ajani utterly failed to stop him from achieving his most important goal.

Here’s where the typical Bolas arrogance sets in though, and a tiny bit of the maelstrom remains “a meek swirl of energy no bigger than Ajani was tall.” This leaves enough Maelstrom for Ajani to power up his spell!

Enjoying his new power, Bolas decides he might as well destroy all Alara now, while Ajani begs him not to. Bolas replies; “Why should I not? It’s a disgrace now, a ruin bereft of value.”

Ajani does not want this to happen, and makes Bolas go away! Here’s how:

“Ajani evoked the essence of Bolas ( ͡° ͜ʖ ͡°).” “As it continued to cohere, detail after detail resolved like a distant image coming into focus until it was a glowing, astral reflection of Bolas himself.”

Bolas then fights his doppelganger: “The two dragons crashed into one another, and they howled, a sonic mirror.” “The Bolases were perfectly matched – each blow was met with a counterblow, each attempt to gain advantage slapped aside with perfect precision.”

“Suddenly the dragons reared back, gazed with pure hatred into one another’s eyes, and then thrust their necks forward and snapped their jaws onto one another. The streaming energy of the maelstrom enveloped the draconic ouroboros, and a flash of thunderous light overwhelmed Ajani’s senses.”

After that, Bolas and the doppelganger are gone, which means that Bolas planeswalked away before he risked hurting himself fighting himself. Looking at ‘Enter the Eldrazi’ we see that Bolas is fine as well, happily doing his evil machinations and standing in evil looking light. Not to mention, in the Hour of Devastation stories, he was described as immaculate and flawless several times, like he had become after the Maelstrom.

So, in summary, Ajani essentially put a band-aid on an arterial bleed. It’s impressive, but the damage was already done.

submitted by /u/whatdoyourelfeyes to r/magicTCG
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Oct
03
2017

What makes Concordia a great game?

I still don’t own it, but i love medium euro games and I think i could enjoy it.

But why do so many people talk about it like a masterpiece? Is it because of its smooth mechanics and fast individual turns?

PS: I will often play it in 2p, sometimes 3p

submitted by /u/Nicochan3 to r/boardgames
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Aug
12
2017

Create your own missions for Mechs vs Minions with the MvM S.C.R.A.P. Tool!

From the desk of Dean Rumble~

“Think you can design a better mission than me, do ya? Well, it’s time for the student to become the teacher.

With the new Mechs vs Minions Scenario Creation, Research, and Propagation (S.C.R.A.P.) Tool, everything you need to make your own missions is right at your furry fingertips. Build any battlefield you can imagine with a full selection of terrain tiles and game assets. Write your own rules and objectives, then download a custom mission dossier to play with your friends, family, and frenemies!

And for the real brainiacs among us, check out the weekly Mindmelter puzzle! Each week I’ll lay out a new scenario for you to solve as part of your master’s degree in mech-anical mayhem. Choose the correct sequence of command cards to crack the case, but be warned: I’ve specially designed these puzzles to stump even the most resourceful of yordles.

It’s all there on http://www.mechsvsminions.com — so what are you waiting for? The only losing move is not to play!”


S.C.R.A.P. Tool Direct URL – http://na.leagueoflegends.com/en/featured/mvm-scenario-creator#/
Weekly puzzles available on http://www.mechsvsminions.com

submitted by /u/RGCatzpaw to r/boardgames
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Jul
18
2017

Having Trouble Following the Latest MTG News? Here’s a Terrible Recap

Let’s face it, magic is moving pretty fast these days. The hourly updates from a dozen official twitter accounts, Daily Articles from the Mothership, Blogatog, MTGGoldfish, even with it all lined up here on the subreddit, it can be a hassle. Especially for those of us only sort of paying attention. So, as a service to my fellow Magic playing Redditors, I have compiled a no research, half-remembered recap of everything going on in Magic right this second. TL;DR – I’m bored and not that funny.

1) MTGO still sucks. This isn’t really “going on” so much as a dependable and reliable fact that we can use as the bedrock for everything else. MTGO sucks for all the perfectly reasonable reasons it’s always sucked: The game wasn’t designed with digital in mind, it’s buggy and slow, it’s underlying architecture is probably described as “Minoan”, and it inexplicably still costs $10 to start an account for no good reason. Unrelated, my phone just pinged and told me that Hearthstone gave me a dollar in a desperate bid for my attention. I mostly included this on the list so no matter how badly I do from here on out, I get one right.

2) FNM Promos are going to be Tokens. Some people are REALLY upset about this. Other people are indifferent. Legends speak of an ultra casual player who might be mildly pleased. To those people who were ticked off WOTC said, “If you care that much about FNM Promos, you were probably going to FNM for the wrong reasons. Could you stop coming?”. Which is a terrible thing to say, but worked really well because most of those people have stated their intention to stop going to FNM.

3) Card Stock has been secretly replaced with Shrinky Dinks. This is a serious problem, since Cards now apparently roll themselves into scrolls if not immediately placed in a hermetically sealed isolation chamber. WOTC has been quiet on the subject though, and to answer why, here’s a transcript of an actual conversation recently had within WOTC:

Earnest, Hardworking WOTC Employee “Oh geez, have you seen these pictures on the subreddit? The current cardstock is garbage, we better switch it”

Realist Employee “Yeah, but we’ve already sent Ixalan out for printing, remember the leaked sheets? Plus maybe even the set after that. Better to stay quiet until we have a solution in place than acknowledge the issue and then do nothing for months”.

Earnest Employee “We could scrap all those garbage cards and just send the entire next set out for another printing.”

Realist Employee “We could also quit our jobs while lighting a big pile of Hasbro’s money on fire, like Joker in the Dark Knight. Seems like that might be faster.”

4) WOTC has decided that the REAL reason they’ve had to ban so much damn stuff lately is that they’re giving away too much statistical data to hardcore players. Only someone pouring over ten decklists a day could have possibly realized that they printed an infinite two-card combo in Standard, or that Turn 4 Ulamog is good. So instead, they’re adopting the “Baghdad Bob” position of releasing only the most carefully curated and hand selected decks from the daily MTGO data, hoping that the people hungry for that information will also be too lazy to click a whole two links over to review tournament results. Good luck with that.

In other news, some players were shocked to find out that Wizards posts winning Decklists from MTGO. Heeeeyyy…I could mine that for deck ideas immediately thought about 5000 players.

5) Wizards has signed up with Cryptic Studios to produce an MMO. There was much guffawing and chuckling about how WOTC is always “ten years” behind the curve and no one has cared about MMOs since 2007. Which is weird since apparently Cryptic still exists for WOTC to partner with, and employs about a hundred people, and only makes MMOs. Imagine their surprise when they find out they’ve all been doomed this whole time.

So there you go, 5 people still reading, a hazy sort-of useful recap of everything going on in Magic. That’ll teach my boss to give me access to reddit on a slow day.

submitted by /u/Englishgrinn to r/magicTCG
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Jun
28
2017

Murasa Tron Primer

Hi guys,

I will take a break from grinding hard for the next three weeks due to holiday so I wanted to share my current decklist of Murasa Tron and give strategic advise on each Matchup in case you want to pick up on that. I will also talk through the merrits and drawbacks of playing this version over other Tron iterations. But first let’s start with the decklist and the card choices. Over the past 4 months I have changed the numbers a lot but I am now at a point where I would not make any more changes. Here is the Link: https://www.mtggoldfish.com/deck/684327#online

DECK

Lands

4 Swiftwater Cliffs

1 Thornwood Falls

3 Shimmering Grotto

2 Snow-Covered Island

1 Snow-Covered Mountain

4 Urza’s Tower

4 Urza’s Mine

4 Urza’s Power Plant

Manafixing etc.:

4 Prophetic Prism

1 Prismatic Lense

2 Expedition Map

Card Draw, Filtering, Tutoring:

4 Mulldrifter

3 Sea Gate Oracle

1 Forbidden Alchemy

1 Impulse

2 Mystical Teachings

On board interaction:

3 Flame Slash

1 Electrostatic Bolt

1 Magma Spray

1 Electrickery

1 Rolling Thunder

2 Moment’s Peace

1 Capsize

On stack interaction:

3 Prohibit

1 False Summoning

1 Dispel

Inevitability

2 Mnemonic Wall

2 Pulse of Murasa

Sideboard:

4 Pyroblast

3 Hydroblast

1 Dispel

1 False Summoning

1 Moment’s Peace

1 Electrickery

1 Serene Heart

1 Ancient Grudge

2 Gorilla Shaman

The Gameplan

You are a control deck that cheats on mana to provide a super strong lategame. In order to get there you run quite some interaction in form of the red removal, some counters and Moment’s Peace against linear aggressive strategies. You don’t plan on assembling Tron as fast as other Tron iterations. Yet two Expedition Map help to eventually hit it, since you need to get ahead on Mana at some point. Your winconditions are either Mulldrifter beatdown or a big Rolling Thunder or locking out your opponent with Capsize. Decking also happens sometimes though because of Wall plus Capsize you can usually end the game before that. Which plan you should go for depends on the matchup and will be explained later. So the three main steps that are always the same are:

  1. Slow down your opponent (this step is skipped when you play vs very controlling decks, that don’t put up early pressure)
  2. Assemble Tron
  3. Outcard them while Protecting something like Wall+Capsize with Pulses and Counters

Some tips on basic routine

  1. Land-Sequencing is very important: Usually it’s best to start with the Taplands. Don’t be too greedy in leading with Tronlands because you might hit it off the top. That’s just gonna be awkward if you don’t and your Taplands suddenly slow you down in the midgame. That being said if you don’t have Taplands it’s almost always correct to lead with Tronland into Grotto or two Tronlands into Prism. If you have two Tronlands plus Map plus Prism just lead with Map, crack on turn two, then complete Tron and start doing the fun stuff. Also hitting land every turn is crucial. Most of the time it’s correct to dig for land instead of holding up counter if you didn’t have a landdrop for the turn. This also means evoking Mulldrifter is nothing you should shy away from. One last thing about completing Tron. Say you have Power Plant and two Maps. Always search for Mine first, then for Tower second. If you have to complete Tron on your turn that gives you the most Mana possible.

  2. Tap your mana correctly: Once you hit Tron it’s important to have a plan for the turn before you execute everything. Make sure you have the right amount of coloured mana for all of your actions. Sometimes you start with carddraw like Mulldrifter. Usually it’s correct to use up two Tronlands and a Prism for that to give you the most flexibility with your other lands for future actions. If you know you will cast a couple of big things like Wall plus Drifter add 8 generic and 2 Blue in a way that uses a lot of your Tronlands.

  3. Play fast: This is super important. I have both lost and won Matches because of the clock. But usually you are on the receiving end. Guess my winrate could be like 1-2 percent higher without timelosses. Some games are very complex so make sure you give yourself enough time to think through the crucial decisions by playing fast in the “easy turns”. In a controlling matchup it is totally reasonable to have blocker step and end step as only stops in your opponents turn. If you are scared of missing steps I suggest just stopping in opponents combat and end step per default but remove all the other stops until they become important.

  4. Play to your odds, but don’t take risks: With this deck knowing what’s left in your library and what you could draw or should draw percentagewise gives you an edge. Often you have to play towards some cards that are not in your hand yet. BUT If you face lethal and have a defending line instead of digging for your longterm outs it is usually correct to delay the digging. Just keep in mind that in some matchups flashbacking your last Moment’s Peace might be to costly so you rather dig for Wall than buy one more turn.

Card-by-Card-Analysis

The Manabase:

A couple of things are important for executing your gameplan. You want red mana and blue mana early on, optimally at the ready in turn two. Blue can often wait till turn three if you don’t have counters or Impulse. Against a lot of decks you want green mana from turn 3-5 on depending on the aggressivness of their start. Once you have more mana you always want to have one black source at least. having black plus green can also be vital to do a couple of things per turn. In order to achieve all these requirements I run the above setup. I have 8 red sources for turn 2 (including Grotto), 7 blue sources for turn two (not counting Grotto), 8 black sources in total (not counting Map) and 9 green sources in total (not counting Map). Although Grottos and Prismatic Lense are clunky and eat one of your mana their flexibility is more important than the manaefficiency additional Taplands or Signets would provide. 3 Grottos should be the right amount since having two in hand is horrible but they are quite important especially postboard when some people attack your artifacts although I don’t recommend doing that for most decks. (In the mirror it’s fine and for red decks with Smash to Smithereens it’s also fine.) Having both mountain and island is nice in case you want to crack Map for untapped coloured sources. For quite some time I had one Izzet Guildgate but in the end having the lowest and still reasonable amount of Taplands is best. Drawing too many of them can cost you games. That’s also the reason I don’t run Bojuka Bog or Remote Isle which provide only one colour anyway. In versions that play Crop rotation they are obviously quite powerful tools.

Card draw, Filtering, Tutoring:

4 Mulldrifter: Once again keep in mind you can evoke it. Sometimes Matches come down to some kind of race in the latgame where you have a lot of carddraw but need to find one specific card from your library. Make sure to evoke the drifters in these situations to save some mana unless adding to the board gives you an alternative line of staying alive/ winning.

3 Sea Gate Oracle: Was cutting on these for some time but found that having some board presence is too important for matchups like Delver, where Ninja needs to be fought as hard as possible. Since they are a your least inefficient carddraw and multiples can be clunky I play 3. In the end they are two for ones.

1 Forbidden Alchemy: I had two for a long time since they are so good with the recursion and hit other flashback spells occasionally. Yet they don’t add to the board and milling important cards can be very painful since some matchups come down to an attrition war where you cannot afford milling a couple of threats or counters.

1 Impulse: Let’s you dig the same amount for one mana less while abundaning the advantages and disadvantages of filling your graveyard. Especially nice when your opponents play around counters turn two. If you start with Tapland and Tronland it can dig for the second tron piece before casting map on turn 3 so you get Tron turn 4.

2 Mystical Teachings: Usually starts your lategame engine. Is the reason why you play so many One-Ofs. Make sure to flashback the first before binning the second against decks with graveyard hate.

On board interaction:

3 Flame Slash: Gets most of the important beaters of the format. Carapace Forger and to some degree Nivix Cyclops are the reason this is the red removal I play most of.

1 Electrostatic Bolt: Outside of Thermo Alchemist you don’t care about most 3 toughness creatures. The Ebolt has the big advantage of killing Myr Enforcer and Spire Golem.

1 Magma Spray: Preboard most important application is against decks that want to buy back Chittering rats or other stuff from the graveyard. Killing Young Wolf is a nice side effect. More importantly it is a clean answer to Stormbound Geist postboard. I think the plan to bring in Geists vs Tron is rather mediocre, yet a lot of people do that so I might as well have this silver bullet.

1 Electrickery: Not much to say. Your silver bullet against Tokens. Doubling up in one turn with Wall can sweep bigger boards. Keep in mind you can combine it with other burn and/ or blocks so sandbagging these might be good sometimes.

1 Rolling Thunder: Most of the time just goes for all of their life but sometimes just a one-sided Wrath to buy more time. Once again don’t play it into graveyard removal too easily since it might be your only way to win the game sometimes.

2 Moment’s Peace: Pure meta call. Affinity and Stompy are quite popular. Yet I don’t recommend cutting one of those even if the meta swings a bit towards the blue decks. The difference between one and 2 Peaces is huge against the agressive decks. Often times I burn the first one to buy some time, then get to rebuy the second one with Capsize plus Wall to lock the game.

1 Capsize: Most important targets are opposing Lands, own Walls and opposing enchantments and threats in this order. If Lands don’t matter and you are afraid of opposing removal you can draw a card for 8 mana with Prism. Sounds horrible but actually won me some games. Also think of the possibiliy to cast it for 3. Sometimes this is fine as a tempo play especially if your opponent is on bouncelands. Since it can be regarded as win condition in some matchups, make sure you protect it well.

On stack interaction:

3 Prohibit: The most versatile counter which is the reason I want 3. Gets the nod over Condescend because the latter can be played around more easily and is awkward in counterwars. Also Prohibit is arguably better against the aggressive portion of the field.

1 False Summoning: Because we don’t run Condescends we need at least one maindeck answer to bigger Etb-Creatures or giant threats like Ulamog’s Crusher. The one mana difference to Exclude is important in my opinion since we don’t care about additional card advantage and it allows to play more spells in one turn as well as countering 3drops on the draw.

1 Dispel: Super good metagame card and a silver bullet I would never cut. Only stinks against Bogles. Gets a lot of opponents who think you cannot possibly interact with one blue mana out of a tron deck. Also allows for turn 6 Mulldrifters through counter which is huge in some matchups.

The sideboard cards will be discussed in the Matchup analysis. I kept track of my last 300 matches in a document. In the following I will talk through my personal 10 most common matchups and how I approach them.

Matchups:

Affinity

Record: 45-11 (preboard 33-23, postboard 46-11)

Very favorable matchup that has a lot of play to it though. Preserve your life total as good as possible even if that includes chumping with Mulldrifters or Sea Gates. Staying above 4 or 8 life is important once the board is stabilized so we can ignore Galvanic Blasts and keep a counter for Fling instead. The goal is to set up a position where they don’t have strong attacks and you have one Counter for Fling. Use Flame Slash on Forger not on Enforcer since you run Ebolt in the deck. Using Flame Slashes on early Atogs even if you don’t kill them can be a strong play. Preboard your win with Mulldrifter beatdown plus Thunder. Postboard we get to attack their resources with Shaman which can also prompt some wins by itself. Most dangerous card is Atog respectiely Fling. Honorable mentions fo to Gearseeker which can be annyoing if dropped early.

Sideboard: +3 Hydro +1 Dispel +1 Ancient Grudge +2 Gorilla Shaman +1 Pyro +1 Moment’s Peace -3 Prohibit -1 False Summoning -1 Magma Spray -1 Electrickery -1 Wall -1 Pulse -1 Capsize

You bring in more answers to the combo kill and the strong artifact hate while cutting on the more situational spells of your deck. On the play keeping one False Summoning or Prohibit instead of Pyroblast is reasonable. If possible play Shaman when you can blow up a couple of things and protect it or get it back with Pulse.

UR Delver:

Record: 21-13 (preboard 26-8, postboard 25-23)

In this Matchup we profit from the fact that they slow themselves a bit down compared to Mono Blue Delver in order to attack the meta. Still you can easily get out-tempoed. The losses usually stem from an unanswered Ninja of the Deep Hours. Your point removal and the Sea Gate Oracles help fighting that. Use your one mana spells when they don’t have mana for Spellstutter and work towards resolving Mulldrifter. Using your mana at the right times and making them waste it sometimes is important. Play conservitavely since Ninja into Gush can get them back even from unfavored positions. But don’t counter the Gushes unless you basically know their hand and Gush is the only way for them to crawl back.

Sideboard: +4 Pyro +1 Hydro +1 Dispel +1 Electrickery (+1 False Summoning) -2 Map – 2Peace -1 Capsize -1 Alchemy -1 Teachings (-1 Impulse)

You bring in all the super cheap interaction and cut on cards that don’t affect the board perminantely. Don’t bring in Ancient Grudge. If they have one Relic you can usually crack it by playing a Wall. Impulse is better then Alchemy since you might need every single card and don’t want to mill some spells. You can take it out for another False Summoning if they are on Stormbound Geists. Personally I think keeping Bolts is correct for the UR Delver player but I am always happy to see Skred postboard. Keeping in one Teachings is worth it since Pulse and Electrickery can be hard to recover from for our opponent sometimes.

Kuldotha-Boros:

Record: 23-4 (1-2 vs Monarch version) (preboard 21-6, postboard 25-7)

Super positive Matchup. They are just to slow getting out of the Gates. Only losses result from fast token production plus Rally or a lot of Burn. Yet for both these things we have answers in Moment’s Peace and Pulse Chains. Spend your removal only on the Fliers or on the Inspector if you don’t have an answer to flashbacked Battle Screech. Against the Monarch version the gameplay is different since you have to respect Palace Sentinel. Unlike the Orzhov Monarch Deck the Kuldotha version can actually convert the carddraw into a win via Burn against you. So don’t let these resolve.

Sideboard: +3 Hydroblast +1 Electrickery +1 Ancient Grudge -1 Ebolt -1 False Summoning -2 Sea Gate -1 Prohibit

Sideboarding can vary a lot on their specific build. If they don’t have relics you don’t need Grudge. If they run Palace Sentinels bring both False Summonings to the table. I’m not a big fan of bringing in Gorilla Shaman from the Tron SB because your matchup is so favorable that you don’t want to risk having the wrong line up of your cards vs theirs.

Stompy:

Record: 20-6 (preboard 15-11, postboard 26-10)

This matchup revolves around us chaining Moment’s Peace before we eventually kill them. In the first turns you keep as much power as possible off their board. Once they threaten lethal we need to use our Peaces and Pulses to stay alive and build up a superior board on our own. I’m ususally willing to go down to one life unless they look like holding Viridian Longbow which is their only way to deal non-combat damage. If you don’t have access to a race with Mulldrifters and try to Capsize-lock them with Wall and Peace you should make sure to have Counters for their Vines on your Wall. For Sea Gate Oracle it can be correct to not block with it for one turn when you are tapped out in order to not turn on their Hunger of the Howlpack. Then start blocking when you have mana to interact with them. Try to not play Island if possible because of River Boa. Note that sometimes an upkeep Electrickery can set back huge parts of their team for one turn even if it does not kill them (like Boa and Wolf). That is especially good if you are looking to build up enough mana to return a Peace with Wall and cast it in one turn.

Sideboard: +1 Moment’s Peace +1 Electrickery +1 Dispel (otd +1 Ancient Grudge) -2-3 Prohibit -1 Remove Soul

We take out all the Counters that would trade downwards manawise. On the draw we don’t want any of them and rather have 1 Grudge for Longbow and Vault Skirges. Some players run Relic anyways so it might be the correct plan even on the play.

Burn:

Record: 13-4 (preboard 14-3, postboard 15-9)

This opponent just cannot beat Pulses. The goal is always to build Tron early then cash in a couple of Pulses to seal the deal. Don’t play out your Non-Wall creatures until you feel you have to or you are on a save lifetotal in order to strand their Searing Blaze. If you have Flame Slash let their creatures resolve and counter the Burnspells instead. Don’t counter Needle Drop. Try to hold Dispel for Fireblasts. Use Prohibits if you think it saves some mana in future turns.

Sideboard: +3 Hydro +1 Dispel +1 Serene Heart +1 Ancient Grudge -1 Electrickery -1 Magma Spray -1 Ebolt -2 Peace -1 Capsize

You take out all the cards with no effects in the Matchup and bring in the strong counters plus two situational cards. Since your whole gameplan against them is about Pulses having an answer to Relic is worth it. If they plan for a slightly longer game Serene Heart handles the red Curses while letting us hold counters for the actual Burnspells. If you are restricted on coloured mana or you think they have a couple of dead cards in hand you should hold on Prophetic Prism until you use it for Countermana or Pulsemana.

UB Flicker:

Record: 9-8 (major mistakes in three lost matches, 2 timeouts as well) (preboard 14-3, postboard 10-14)

This Matchup suffers a bit from our deckbuilding. Here some amount of Condescends would be nice. Still it is a positive one if played correctly, as you can see from my results. Try to have some Shuffle or Filtering when they go for Chittering rats so you don’t draw your worst card in hand again. Besides that you win by being ahead on mana and sneaking in Mulldrifters and Capsize in the windows you get. Be aware that they can buy back huge portions of their Graveyard with Reap, so you need to pressure them in some way once you are ahead. Don’t let your Capize get countered by Flicker. In general let them not utilize this card by killing of their good targets when you are save to do so. Don’t trade creatures if not necessary. It opens up for Reap or Unearth. Be careful with your important spells if you see Bojuka Bog.

Sideboard: +4 Pyro +1 Dispel +1 False Summoning +1 Grudge -3 Flame Slash -2 Peace -1 Electrickery -1 Ebolt

Since they don’t put up early pressure you take out all the removal but Magma Spray which has the nice exiling effect. Postboard you need to be really careful against graveyard hate and duresses. Once the game seems to be locked Prohibit becomes your most important Counter because of Duress.

Bogles:

Record: 6-6 (preboard 8-4, postboard 9-11)

I am actually fairly confident for this Matchup yet the results suggest a coinflip. For the Matchups with lower sample size I will tell you my gut feeling and for Bogles this is quite good. I had two Serene Hearts in the SB for some time but felt that with three Moment’s Peaces after sideboarding this is not necessary anymore. Your counter targets should be the creatures if they don’t have any on the board. Otherwise if you have Chumpblockers you can go for the Trample Auras. Usually it is correct to just counter Etheral Armor and Mask though. That also gives you the highest probability of eventually sweeping their board with Electrickery after you capsized a bunch of their Auras. Against Bogles you can savely go down to one life so use your Moment’s Peaces as late as possible and try to chump only big non-trampling threats.

Sideboard: +1 Heart +1 False Summoning +1 Electrickery +1 Moment’s Peace -1 Magma Spray -1 Ebolt -2 Flame Slash

If you know they don’t run Flairing Pain you can cut the Dispel. Same is true for Aura Gnarlid and Flame Slash. Given that they often cannot flashback Flairing Pain, having Dispel postboard might buy the one turn you need when you are fogging them. If you have a mediocre draw sometimes it can be worth bluffing Electrikery. Some players fall for it and hold back their good Auras which gives you more time.

Teachings:

Record: 8-3 (preboard 7-4, postboard 9-6)

This matchup feels a lot worse than my record suggests but somehow I managed to win a lot. Your only real threat against them is Capsize so the plan is to build Tron and Capsize their lands with enough protection up. Given they play teachings they should have landdrops and Counterspells more frequently which makes it difficult to execute this plan. Then if you try to land other threats you run into Exclude and the likes. The blue Curse is also quite annoying since you don’t have that many spells in your library that actually matter so getting them milled is painful. You should consider yourself the aggressor in this matchup and try to get ahead on mana at the same time. The Sideboardguide targets the UB versions since I only played Grixis teachings three times.

Sideboard: +1 Dispel +1 Serene Heart +4 Pyro +1 Grudge +2 Shamans -2 Peace -1 Electrickery -1 Ebolt -1 Magma Spray -3 Flame Slash -1 False Summoning

Postboard we get to remove a lot of garbage but face Duresses and graveyard hate as additional things to fight through. I guess the matchup stays about the same or turns slightly in their favor since they also get to remove a lot of useless removal spells.

Red Deck Wins:

Record: 5-5 (preboard 5-5, postboard 7-8)

This matchup also feels worse than the numbers suggest. That being said our version of Murasa Tron plays quite some early interaction so around 50-50 or slightly worse might actually be accurate. Unless against Stompy you cannot hold to your Moment’s Peaces till the very last moment since they have Burn. Kill their creatures on your turn to avoid blowouts by Mutagenic Growth but hold instant removal if you think they plan to play Heelcutter. This one and Bushwhacker are the things you want to counter besides early Burning-Tree or late Burnspells. This matchup is all about preserving your life total so you better have some answers against their fast starts. On the draw I would not keep hands that cannot interact the first 2-3 turns (Sea Gate does not count) unless you have Moment’s Peace.

Sideboard: +3 Hydroblast +1 Dispel +1 Moment’s Peace +1 False Summoning -2 Map -1 Capsize -1 Electrickery -1 Teachings -1 Prohibit

Izzet Blitz:

Record: 6-4 (preboard 4-6, postboard 10-6)

This time my record feels about right. It’s not a pretty matchup since they can just be too fast, but you have a lot to fight them. If you have Moment’s Peace preboard you put them to the Dispel test though good Blitz Players will spread their damage if they sense a Fog. Play your removal on your turn and try to counter their creatures first because if they fight over it you have more mana on your turn and if they lose the Counterwar the Apostle’s Blessings and the likes get stranded in their hand. If they don’t act, also don’t act. It will eventually lead to them discarding.

Sideboard: +3 Hydro +4 Pyro +1 Dispel +1 False Summoning -2 Moment’s Peace -1 Electrickery -3 Sea Gate Oracle -1 Alchemy -1 Map -1 Pulse

You bring in all the Blasts since they are one mana removal for their only threats. Make sure to destroy Cyclops with Pyroblast if possible since Hydroblast gets all the threats. Cutting Moment’s Peace might seem counterintuitive but I expect them to bring in Flairing pain and I’d rather not play the lottery on that one. Also if they get to untap with Fiend or Cyclops the chances our Moment’s Peace resolves are slim already. And like I mentioned earlier playing around it is not impossible for them. We also cut the Alchemy because the games can be super grindy and come down to using ll your counters. I could also see going full control and keeping the second Pulse instead of Thunder but that might be too risky.

Why play the deck?

  1. To put it simple: you win a lot. I am currently at a win rate of about 69% an trend is going upwards again after I lost some percentage because of learning every important interaction and playing with the numbers. From the above Matchups there is not a single one which is clearly unfavorable. Mono Blue Delver is slightly unfavorable I think. The only really bad matchups are other Tron iterations. They assemble Tron faster, have more threats and less removal that doesn’t matter. So if you think you face a lot of these maybe you should shy away from the deck. That being said Tron mirrors can be a bit random sometimes so you can always sneak a win with early Tron.

  2. The games are super interesting: At the beginning it might be frustrating because the deck is quite hard to pilote perfectly but if you like to take challenges try this one. I do believe I have become a better magic player because of this deck. My processing of both tactical and longterm decicions has gotten a lot faster. After all the deck rewards good play very much which is a super satisfying feeling.

  3. You get some free wins because of silly draws like Tron turn three with coloured mana. Also you get to tilt your opponents a lot which is kind of amusing. I don’t want to sound mean but it’s funny how often people complain Tron draws exactly the right card every time when in reality other cards would just open up other lines or you have put a lot of work in to make the top of your deck super rewarding.

  4. It is hard to play against. Your opponents always have to consider that you might have a huge jump in mana. Also running quite some One-Ofs means they have to do a lot of scary decicions what to play around and not. Sometimes they just get screwed because of that.

My thoughts on other iterations of Tron

I think you can divide Tron decks on to different parameters: a) speed with which they assemble Tron b) amount of interaction they play. These parameters are not completely independent from each other. For example the Tron decks with Fangren Marauders assemble Tron very consistently very early. Hence they get to play less interaction. Still a lot of lists run something like 2 Firebolt and 2 Edict maindeck to have some chance in Matchups like Delver. Personally I like these versions the least. If you want to go big and fast then play the UG version of /u/kungfutrees. It just works on a completely different axis and has a strong sideboard plan for the Matchups where you want non-fog-interaction. I think the deck is super powerful and can be tuned even more. I am just too afraid of Flicker Loops online since they take so much time. Then on the other hands you have Tron decks like Murasa Tron and Dinrova Tron which run more interaction and assemble Tron a little slower. Dinrova Tron is sort of in the middle of the speed scale and the interaction scale. They are definitely faster than Murasa Tron but a little slower than the All-in versions. They also refuse to play removal as interaction and work more on the axis of the UG Tron deck. That makes them softer to decks like UR Delver which are a huge portion of the metagame. You get to completely crush control and linear aggressive strategies though. You should also have a better RDW matchup than Murasa Tron but a worse Izzet Blitz and Burn Matchup. Taken all these things into account I would say Dinrova Tron pushes the Matchups more to the extremes. It completely trashes linear aggressive strategies and other control deck but has a negative Delver Matchup and gives up some percentage on the red Matchups. Murasa Tron has even to positive Matchups against the whole field except other Tron iterations and Mono Blue Delver. I would rather be on a deck like this especially since I also put up insanely good numbers vs Affinity and Stompy.

That was all I have for now. I might add more if I stumble across more in my notes. That was just written out of my head. If you have any questions on cards I did not consider or Matchups I didn’t talk about feel free to ask. Also let me know what are your experiences with or against Tron.

Cheers, Xto2

submitted by /u/-Xto2- to r/Pauper
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Jun
20
2017

Triplock from Chip Theory Games

Go toe to toe with the best lockpick artists throughout New London in this abstract game of skill and memory for 1-2 players!

Kickstarter Link

So, I noticed no one had posted anything about this yet. If you’re a fan of, or interested in, Too Many Bones and Hoplomachus you may be interested in the new project from Chip Theory Games. It’s actually quite affordable and a much smaller game compared to the aforementioned ones, and it’s already funded.

Here is a link to Ricky Royals preview video

submitted by /u/zachhorn117 to r/boardgames
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Jun
14
2017

Teachings – 101 or 101?

A lot of people have been fighting over it so let’s deal with it once and for all here. UB 101 or Grixis 101? https://www.mtggoldfish.com/deck/652825#online https://www.mtggoldfish.com/deck/672718#online

submitted by /u/mikeyr00r00 to r/Pauper
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Jun
01
2017

[HOU] Nicol Bolas, God-Pharoah

https://i.imgur.com/zS80a16.jpg

Nicol Bolas, God-Pharoah

4UBR

Planeswalker – Bolas

+2: Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost.

+1: Each opponent exiles two cards from his or her hand.

-4: ~ deals 7 damage to target opponent or creature an opponent controls.

-12: Exile each nonland permanent your opponents control.

7 loyalty

New Grixis toy leaked out early on the official Wizards’ site.

submitted by /u/Manadyne to r/EDH
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Jun
01
2017

[HOU] Nicol Bolas, God-Pharoah

https://i.imgur.com/zS80a16.jpg

Nicol Bolas, God-Pharoah

4UBR

Planeswalker – Bolas

+2: Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost.

+1: Each opponent exiles two cards from his or her hand.

-4: ~ deals 7 damage to target opponent or creature an opponent controls.

-12: Exile each nonland permanent your opponents control.

7 loyalty

New Grixis toy leaked out early on the official Wizards’ site.

submitted by /u/Manadyne to r/EDH
[link] [comments]

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